Barbarians

Barbarians are brave, even reckless warriors whose great strength and heartiness makes them well suited for adventure. Where the fighter would rely on training and discipline, the barbarian enters a berserker state that makes him stronger, tougher, and more determined but less concerned with his health. These spectacular rages leave him winded, and he only has the energy for a few a day, but those usually suffice. He also knows the wild and runs at great speed.

Alignment restrictions: Any non-lawful. Barbarians are wild at heart.

Sweat and muscle, whether civilized or unschooled, are a fundament of adventuring. A fighter, even those from beyond the reach of civilization such as the Barbarian, may be much more than a brute. Trained weapons wielders are fearsome opponents. A master of weaponry, be it bow, sword or axe, achieves a level of skill comparable to any fine fingerwork by those who lurk behind the front lines, and discovers a well of physical power in his own body that is a magic in its own right. Nearly anybody may pick up a blade and begin to train with the broadest strokes—and the vast majority of adventurers find the need for sharps or blunts at some point in their career. Only those who survive the often abrupt application of basic lessons will advance to put a sharp edge on their talents. Those that do so, may one day protect or take lives as they please.

Barbarian Tribes
PCs may make arrangements with a DM to belong to a server based barbarian tribe. Barbarians are reknown for their dislike of magic. They trust in weaponry and war for survival in a harsh land.

Class Features
Hit die: 12
Proficiencies: Armor (light, medium), shields (except tower shields), Weapons (martial, simple)
Skill points: (* 4 at 1st character level) 4 + Int modifier
Class skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Parry, Ride, Survival, Swim
Base attack bonus progression: High
Saving throws:
high: Fortitude
low: Reflex, Will

For further barbarian technical details, see here.